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by Published on 2012-08-01 07:24 AM

Character Profiles Possibly Coming Soon, Critical Mass Wizard Build, South Korea Gets a Server Upgrade, "Evil's Truck", Poll

Disc of the Red Flying Cloud
We finally know that the Disc of the Red Flying Cloud mount comes from being Exalted with the Lorewalkers!



Lorewalkers Quartermaster
The Lorewalkers also offer some other nice rewards at their Quartermaster. You can get Restored Artifacts by completing archaeology items or purchasing one for a Spirit of Harmony.

Level Type Slot Name Cost Required Rep
60MountDisc of the Red Flying Cloud600 Exalted
90Jewelcrafting RecipeDesign: Jade Panther200 Revered
90Blacksmithing RecipePlans: Living Steel Belt Buckle50 Exalted
90Tailoring RecipePattern: Greater Cerulean Spellthread25 None
1MiscellaneousTabardLorewalkers Tabard10 Exalted
1JunkLorewalker's Lodestone Restored Artifact Exalted
1JunkLorewalker's Map Restored ArtifactExalted


Mists of Pandaria Beta Addons on Curse
If you are in the Beta and need some function addons, check out the new listing on Curse. Curse Client is also able to update your addons for the Mists of Pandaria Beta.



Blue Posts
Originally Posted by Blizzard Entertainment
Different Rules for Spells in PvP and PvE
Is there a reason damage spells can't effect players differently?
We do this already. Look at abilities such as Colossus Smash and even the concept of PvP CC durations, which has been in the game for a long time.

It's not our option of first resort because it's not intuitive for players and it means anytime we want to make balance adjustments, we must change two sets of numbers. (Blue Tracker / Official Forums)

Content Difficulty and Consumption Speed
That way, maybe some of the prestige of killing bosses pre-nerf, or on lower levels of nerf stay.
Other than world firsts, was there ever any prestige to killing a boss? (outside the guild itself achieving that kill)

Heck, even people following the race don't care who killed a boss 2nd in the world, much less 20th...

No, but they care on their own servers, even if they don't raid themselves. It's a bit like Britain's surprise medal in the gymnastics yesterday; I don't like gymnastics so don't care about that at all. However, if one of those gymnasts lived on my street, I would be interested.
Sure, realm firsts might also have some prestige on the realm level, you're absolutely right. But as before, other than that... (and perhaps the first faction kill on the realm, as well).

Sounds like you are admitting that realm communities have been killed. By LFD and LFR.
You're reading too much into that post.

Actually, challenge dungeons will help bring back that realm community feeling that might be missing for some of you, as groups for those dungeons have to be manually formed.

This comment alone, shows that you have no idea what is going on on realms regarding raiding.
You didn't understand my post at all. I said it very clear, outside the guild itself (which is what you mention in your post), not many players really care about who killed a boss other than world first and perhaps their realm first.

Any reason as to why we're not seeing a developer respond in this thread to some of the proposals made to revive aspects that should already be there.., but aren't due to some clear direct "features", one would think they could squeeze in a few minutes considering they have all the time in the world to reply on us forums?
These forums are for you, the players, to interact between you and discuss almost anything you want. And we're taking care of noting the feedback we can find, as in this thread, and sending it to them (which we're doing not just with this thread, also others).

It is abundantly clear to even the slowest of individuals that you have absolutely no clue as to what drives players Draztal which is quite astounding after 185 pages, and even more clear that you only serve a purpose of ridiculing what people here say.
I understand it, I honestly do. I'm a raider myself and I share some of those desires you have expressed here. But there must be a reason for it that can be based on something else than "taking something away from others" or "prestige", etc. And there've been individuals here that have spoken clearly about those reasons, and we've noted them and we've sent feedback to the devs with the most common points here.

The response quoted and the fact that you claim challenge dungeons will bring some realm community back is testament to incompetence at the highest level for reasons already highlighted many times over the past 100 pages, but I'll happily point one out for you. If challenge modes aren't completed to a gold medal standard by a sufficient amount of characters we will see "balancing" (normal people would call it nerfs) so that you can ride the high horse claiming success just as is the case with lfr / lfd.
You're making assumptions, and judging my posts based on those assumptions. You're also forgetting that on challenge dungeons you're actually competing against the clock, and you'll be able to prove that you've been faster than everyone else.

I also feel my comment was ignored. Just as the people above me stated, i dont see any facts you base your comment on regarding almost no one caring beyond world firsts, apart from a very broad and ( in my opinion ) unjustified generalization.
Well, in that case, I guess it won't take you long to show me a forum post cheering someone for the world 36th kill of Heroic Hagara, right?

I think it's actually you that does not understand how much people care about those. The more I read your posts the more I think you absolutely have no clue.
Ah, but that's the thing. And that's why I'm still posting on this thread. I understand why people care so much about those. But I can't find an objective reason to back it up (I'm speaking about arguments like only a minority should see the content, etc, not the whole thread). Some concerns did have objective reasonings to back them up, and that was great. Some others can only really relate to nostalgia (wanting TBC back without mentioning the downsides it had) or wishing to retain exclusivity/prestige in a way that is demeaning to others.

Are you kidding me? When i tried to give an idea, i was ignored. By Draztal too, he said world firsts matter only. That was the reply to my idea of a design change. Now, thats how much they care, in my experience.
I can't comment on your ideas. But I've certainly haven't said that world firsts are the only thing that matter. What I've said is that for the community at large, it's usually just that what's mentioned. And you can check that by yourself visiting the most popular fansites out there. You won't see them mention that X guild has been 10th in the world killing a boss.

Both of them care immensely about what position they are inside their faction, realm and world.
Read my post again, that's not what I meant (and I even specified it on that post). Of course your guild cares about its position. People outside your guild, though, probably don't (unless they're looking for a guild to apply to) unless you're world first/realm first/country first/etc. Hopefully now what I was trying to get through makes sense? It's not about how your guildmates feel about your position.

The fact that people mention TBC has little to do with nostalgia, it has to do with the idea that there was a lot more content available back then. TBC had a certain policy when it came to progression and that policy was changed in WotLK.
A policy that had side effects that have been discussed in this thread at length. Those are the downsides that noone has really mentioned during this discussion.

There should always be ongoing competition in WoW, and something for people to aim towards, as soon as there isn't there won't be any drive to improve yourself as a player.
You tell us that we can't speak for an entire population, alright, but then don't doing it yourself telling us what we do and don't care about.

If you look at popular community tools such as wowprogress, there're always new kills being made every day, so to me that looks as ongoing competition.

Not gonna quote the rest of your post, but it's a spot on explanation of how gamers think and act. We are competitive by nature and we do care of our own performances, even if its no 134 in the world.
Of course, but not everyone is interested in the raid race and just want to experience the encounters at the pace they can.

I get what you mean, but people do care if they pass another guild that was faster than them on the last tier. So your point is not entirely true. If you pass another guild they do care that someone else did that, if it makes them fall behind in the race of killing bosses first in their realm. It does work the other way around aswell, when we manage to kill something people rush fast to see if others managed to do that on the same night.
I agree with this. My post was talking about the prestige perspective specifically, which is a different one than this. Of course, if your guild advances over another in the realm rank, you'll cheer about it, and the other guild most likely will try to advance as quickly as possible to retake that position.

You're not serious about being in a raiding guild yourself are you?
I am, as I said, I've been raiding since 2005, still do, and have no intention of stopping in Mists of Pandaria.

Do you honestly believe those sites would have such high hit numbers when people really don't care as much as you suggest? The numbers prove you wrong. Last tier though, even wowprogress was more for "who got it fastest" (on our realm) then who is furthest, which is directly reflecting on the main concern, too little content for the expected amount of time and the dilution of raiding as a whole.
Of course they care about their own progress and how they compare against them. But once you leave that specific case, people in your realm that is raiding at a different pace most likely don't really care about what your guild is doing (and care about theirs, obviously) and care about what's happening to the guilds around their same place.

I'm quite frankly stunned at how it seems to be acceptable to demand nerfs and easier, simplified gameplay, but asking for a challenge is tantamount to sacrilege.
Asking for a challenge is right, and the answer is that you have that challenge there. You can turn the debuff off at any time and face those bosses without the Power of the Aspects. But that's an answer some of you don't like. And while it's fine that you don't like the answer, it's not right to say that there's no way to have content that you feel is challenging for you today.

Okay. Nobody cares what guild killed Heroic Ragnaros heroic 4th, but they will care about AoE fest speed runs? What is the point of Blizzard adding Challenge mode dungeons when competition does not matter?
You're mixing competition with prestige... (Blue Tracker / Official Forums)

The Purpose of LFR
However, LFR does make a person get sick and bored of DS extremely quickly... running it lfr and normal on multiple chars each week has removed alot of peoples passion for raiding DS
If you are running LFR and normal every week on multiple chars, I don't think it should be a surprise you eventually lose the passion for raiding the place... After so much of doing the same, you'll get tired, be it LFR, HC raiding, dailies... anything, really.

Yes i could skip LFR altogether, but the tier bonuses are something most players want and are needed to become competitive.
You get the same tier bonuses (and higher item level) from Normal and Heroic DS.

and yet, you guys have made running older tiers obsolete, with forcing (by gear i mean) to chain run the latests tier raid.. feels kind of silly, yes?
You can run older tiers whenever you want. Not just for experiencing the content these days, also for the gear for transmogrification (if you like a particular tier set that you're missing), achievements and so on.

Any game that cannot pose even a slight challenge before completion is pretty messed up development wise.
And even with the 30% debuff on DS, the game poses a challenge (perhaps not to you, but certainly to others).

appease people who think that paying for a game entitles you to see all the content
And why are they wrong on that thought? On which basis should someone think that he can not see the content even if he's willing to pay the subscription for it?

Why not just mail everyone the BiS items and rarest mounts?
Is that what the players are demanding? I'm yet to see someone ask for that (that is not trolling, either). (Blue Tracker / Official Forums)

Priest (Forums)
PW: Solace change?
We think it is possible to balance active vs passive regen. The key is in how healers use mana. Nobody needs infinite regen. You just need enough to heal a fight. If you consider a fight where you never have to heal, then Solace will crush any other mana return because you have so many free GCDs in which to spam it. However, you also don't need that mana for healing in the contrived fight with no healing. As fight intensity increases, the need for mana increases BUT the time available for Solace decreases. Solace will work best on fights where there is very intensive healing followed by quiet periods in which you can nuke. But depending on the timing, Mindbender might work for those fights just as well.

We don't like Solace with a cooldown because then you feel like you must use it on cooldown. With no cooldown, then is there is a continuum between fights where you have free time but need mana and fights where every cast time must be spent on a heal. The choice becomes the priest's.

I'm still seeing a lot of "I need to spam Solace so make it more spamable" responses. You're not going to convince us with that argument. Let us know in what specific situations you are struggling with mana and what types of spells you are trying to cast. That is the actual issue in our minds.

I am also still seeing a lot of "we have provided you with the evidence." I wouldn't be asking if you had. There are maybe 3 links to parses and a couple more with any kinds of numbers at all. If you feel it is that easy to make your case, then make it.

As an aside, the only thing we didn't like about Telluric Currents as active mana generation was that it scaled too well with gear (in 4.3) and would have been a mandaory glyph (in 5.0).

It's a very common thing that when people feel they aren't being listened to they complain louder and more frequently.
I have been in this business for 15 years, so I can say with certainty that that strategy does not work. You run the risk of your entire point being dismissed if you come across as too uninformed to make an argument with some substance to back up the sweeping claims. If you are trying to convince anyone in a situation where you can't just order them to do something, whether that person is a boss, teacher, co-worker or government official, you'll do better with logic and reason than insults and hyperbole.

We appreciate the passion -- just channel it into something productive. (Blue Tracker / Official Forums)

Beta Class Balance Analysis
Paladin (Forums)
Judgement is once again a melee attack that has a 30-yard range. (Yes, re-read that to make sure you didn’t misread it...)

Edit: Judgement is also spelled Judgment now. The developers are playing nasty tricks on me to make sure I'm awake.

It's a PvP nerf. Now it'll trigger Frost Armor and Nature's Grasp again.
Correct. This is the primary purpose of the change.

Warlock (Forums)
As a result of the change to Malefic Grasp's mechanics, Agony now takes twice as long to ramp up, since the ticks are no longer faster under MG's channel. Is this additional nerf intended?
No, this should be fixed in the next build. (Blue Tracker / Official Forums)

SWTOR Will Soon be Free to Play
Starting in November, SWTOR will have a limited free to play mode. During the EA earnings call today, we were reminded that the game needs 500,000 subscribers to break even. Subscription numbers have declined below one million now, making a free to play option a good way to allow players turned off by the subscription fee to continue playing. The game's price will be reduced to $15 and it will still come with one free month of gametime, allowing anyone who purchases the game to experience the full version before deciding which level of play they would like. You can find more information in the Free-To-Play FAQ.

The free version of the game allows players to experience all of the class stories through level 50, but free players will have no access to Operations. Free players are also limited in the number of character customizations they can access, as well as the number of Warzones, Flashpoints, Space Missions, and auctions that can be posted. You can see a quick rundown of the limitations in this chart.

Players who continue to pay will also gain Cartel Coins, a new currency that will allow purchase of character customization, faster leveling, and other conveniences. Some restrictions can also be "unlocked" with Cartel Coins. Current players will get a number of bonus coins and Fan's Choice item for being active before July 31, 2012. Players who want more Cartel Coins will be able to purchase them from the SWTOR website in the future.


Originally Posted by SWTOR
Starting this fall, there will be two different ways to play Star Wars: The Old Republic:

Subscription — A service designed for players who want unrestricted access to all the game features via ongoing subscription or by redeeming a Game Time Card. In addition to gaining access to all game content as our current subscribers do now, subscribers will receive ongoing monthly grants of Cartel Coins, the new virtual currency that will be introduced later this fall. Cartel Coins can be used to purchase valuable in-game items including customizable gear and convenience features that will enhance the game play experience.

Free-To-Play — The first 50 levels will be Free-to-Play, with restrictions on access to new content and advanced player features. Some restrictions can be "unlocked" with Cartel Coins.

As the first step towards adding the new Free-to-Play option this fall, Star Wars: The Old Republic will go on sale in August for $14.99 USD, including one-month of free subscription.

Current and former players will also find additional benefits as part of this program. BioWare will be increasing the frequency of game content updates, with the first of many new releases coming in August. In addition, current subscribers will receive Cartel Coin grants and qualify for access to special in-game items. Even former players who re-activate now will qualify for special benefits. To learn more about these rewards, please visit www.StarWarstheOldRepublic.com/FREE.
by Published on 2012-07-31 07:24 AM

Inferno Item Booster Pack Winners, Blue Geared Barbarian - Inferno Diablo Kill, Scheduled Maintenance, Security Update: Dial-In Authenticators

Don't miss the Blizzard Insider #45 – Mists of Pandaria – Raid Preview posted earlier today which talks about raid availability upon MoP release!

Mists of Pandaria Beta Launcher Updated
The launcher received yet another graphical update tonight, making it the third version so far.



Brewfest Delayed One Week
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We are aware that many of you are concerned about not having enough time to level up and such, which is a concern we fully acknowledge, as we know that many of you would like to enjoy and experience the new areas and content at your own pace, and not feel like you have to rush through things and level up as fast as possible just to have a go at the Brewfest dungeon boss.

Therefore, In order to make sure you guys have some more time to prepare for this year's Brewfest, we have pushed the whole event forward by just over a week, stopping short of overlapping with the Hallow’s End event.

Horde Pandaria Introduction Quest Line
The latest beta patch updated the Horde introduction yet again and reopened Jade Forest, now with a new starting quest line for the Horde and Alliance, as well as new and reworked quests throughout the zone. Today we are taking a look at the first few quests in the new Horde Introduction.




Level Name Items Money Objective
86All Aboard!98Speak to General Nazgrim aboard Hellscream's Fist.
86Into the Mists98Speak to General Nazgrim on Hellscream's Fist.
86Paint it Red!Dynamic Rewards 980Use a Gunship Turret to kill 80 Thunder Hold troops and destroy 9 Thunder Hold cannons.
86Touching Ground980Use a Rappelling Rope to reach the ground.
86Finish Them!980Slay 15 Thunder Hold troops.
86Fire Is Always the Answer980Destroy 10 Stacks of Thunder Hold Munitions.
86The Final Blow!980Slay Captain Doren in Thunder Hold.
86Face to Face With Consequence980Kill 20 Sha Haunts and 7 Sha Harbingers.
86You're Either With Us Or...980Attempt to enlist the help of Mayor Honeydew in Honeydew Village.
86Higher GroundDynamic Rewards 980Rescue Shademaster Kiryn, Rivett Clutchpop, Shokia, and Sergeant Gorrok from Honeydew Glade.


Beta Class Balance Analysis
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Rather than quoting several additional questions and issues, we'll just do a lightning round of out of context replies. As always, just because I did not respond directly to an issue does NOT mean that it is being ignored. Please try to be reasonable about the "I'm going to keep posting until I get an answer" posts. Those never end well.

- Hurricane being stronger than Astral Storm is intended.
- Blacksmithing having a stronger profession perk is something we’re investigating.
- We’re investigating some bugs on Tranquility and Wild Growth under extreme haste (e.g. Soul of the Forest).
- Eternal Flame being on the GCD for Protection is unintended. The hot not benefitting from mastery is intended, or that talent might feel mandatory for Prot.
- Battle Healer costing mana is a bug.
- Force of Nature should scale with your crit and haste.

We're just not seeing healing priests falling behind on HPM or HPS in the current raid or challenge mode testing. I don't want to dismiss the concerns though, and we will keep an eye on it. Lack of "raid utility" is a very slippery beast. In my experience, healers always think their particular character lacks it. We believe however that all of the healers will continue to see plenty of PvE use, as they did in Cataclysm, and we want to get more of them competitive in PvP.

Warlocks, we want to mention that one thing inflating Demonology on beta currently is a bug with Decimation, which is making it trigger from Shadow Bolts on targets at any health % a majority of the time. That’s going to significantly influence target dummy comparisons. That’ll be fixed in the next build. (This isn’t to say that Demonology isn’t higher than Affliction/Destruction, but it's a discrepancy worth noting.)

Druid (Forums)
Is it intended that Bonus Armor is affected by Guardian Mastery? For example the Mantid Elixir which provides +2250 Armor is multiplied by the Guardian Mastery for a bonus of 2475 armor (before gear and buffs).
Yes, this is intended. Guardian Mastery should be a final multiplier on all armor.

Bloom's nerf now puts its mastery buffed healing per Shroom at 9.25k (LvL 90, full PvP gear, no gems/enchants/buffs).

For a 25man that number is somewhat acceptable if you manage to heal 10+ people with all 3 Shrooms for a total of only 277.5k healing done (without DR or AoE cap). After at least 3 GCDs of set up that just does not make it that attractive of a spell.

Bloom is not intended to be worth using rotationally. It should be worth planting the ‘Shooms when you have downtime, or lulls in healing requirements, and then Bloom them later on when you need burst healing (since Bloom is off the GCD). The numbers do appear off a bit for that design so we will adjust.

Hunter (Forums)
One concern about the latest changes to marksmanship hunters- the new mastery proc rate seems problematic to me. If I'm doing the math correctly, this puts a 7200 mastery rating hard cap on MM hunters, since that seems to be the amount of mastery rating at which you have a 100% proc rate on wild quiver.
A valid concern. Mastery being capped is not something we were intending with that change, and so are going to bring mastery back to 2% chance to trigger Wild Quiver per point, and double Wild Quiver’s damage back to 100% weapon damage (normalized).

Paladin (Forums)
Sanctity of Battle and Spell Haste
The intent is that Sanctity of Battle is based on melee haste instead of spell haste but we are waiting on a code change for that.

Shaman (Forums)
Purification + Water Totem Healing
It should work as the tooltip of Purification says; it not working is just a bug, and is fixed for the next build.

Warlock (Forums)
Haste scaling was nerfed significantly through this.
- Under the old model, the scaling of the extra dots was linear with the scaling of haste on additional dot ticks during the duration. In other words, as I go from six to seven ticks of my corruption, for a full MG channel I go from 12, to 14 ticks total.
- Under the new model, as I go from 9 to 10 ticks on my corruption, malefic grasp isn't giving me any extra ticks on the MG channel, and I'm therefore not getting any extra ticks on corruption. I do realize MG will eventually gain another tick, but not nearly as fast as my dots will...in other words the linear scaling will no longer apply.

With the new form of MG, it does indeed smooth out haste’s breakpoints. But that doesn’t mean that haste as a whole is worse, just that you don’t care as much about specific breakpoints of haste. MG ticks will accelerate with haste just as fast as DoT ticks will.

The spec is now bound to MG's ticks rather than MG's channel. - Under the new model, the haste effect of the Dot is tied to a discreet amount of MG channeling, i.e. 1 second. .9 secs of channeling gives me nothing. 1.9 secs of channeling isn't any better than 1 second of channeling. This brings latency and the need to move into the spec in a way that's hugely detrimental to a huge chunk of our damage. The old MG didn't have this issue, every instant spent channeling was beneficial to our DPS. This is hard to model in a simulation and easy to ignore, but this will matter and makes the spec significantly harder to manage for the average player. It's true that not waiting for a tick of MG before "hurt" your dps, but the effect was miniscule compared to the effect under the new design.
This is the problem we were trying to solve with the change to MG: What you describe here is how you thought it worked, but it didn’t actually work that way. The precise timing of which MG was applied and when it faded was actually very important, in very unintuitive ways. You would expect that if you had 71.3% MG uptime (just making up a number), you would get 71.3% more DoT ticks (and I believe were simulating it something like that). You wouldn’t. You’d actually get somewhere between 50% and 90% more DoT ticks, depending upon where the MG applications/fades lined up with natural DoT ticks.

We liked the design of MG before, but it was something our combat engine was just going to struggle with. We didn't want it to feel buggy. We hope the new form of MG is more reliable. When it ticks, you get an extra tick.

The community simulation results of this new build that I’ve seen so far are showing Affliction and Destruction very close (and we hope to make them even closer before release), with Demonology significantly ahead. We’re also seeing that internally, though not quite as extreme. We’re investigating that, to see what discrepancy there is there, and how much of an adjustment is in order.

Also, for anyone, note that if you feel your damage is lacking, please let us know in what situations and compared to whom. It's not sufficient to say "my damage felt fine before and I don't like being nerfed." Nobody likes being nerfed, and stating that doesn't give us much to go on.

Affliction's best stat is now mastery, by far, with haste being down where crit is, but our dark soul grants haste. Point for point we gain the least from our dark soul. Now the numbers are very okay at the moment, so it would be iffy to cause Dark Soul to grant the "highest" stat rather than the stat favored by the spec that you decide on, it just really bothers me that our main cd is worth (stat weights included) 33% less than the other two.
We’d like to hear more about why SimulationCraft (or any other community theorycraft) is seeing haste drop in value due to this patch. With the same amount of haste, you should see the same number of ticks of each DoT, before and after this last patch, after accounting for the reduced period on UA and Corr. It’s possible that we’re missing something.
The tooltip for Nightfall says that it's now a 5% chance instead of the previous 10% chance. Since Nightfall was actually a stacking 2% chance, is there any change to it's internal mechanics? Do extra ticks caused by Malefic Grasp and Drain Soul cause Nightfall procs? Finally, is the Soul Shard generation component of Soul Harvest actually removed, or was it just moved off of the tooltip?

edit: Also, the tooltip for Malefic Grasp is a bit confusing. It says that it causes your DoTs to instantly do 50% normal periodic damage every 1 second when MG does damage. Does that instant damage count as periodic damage for related effects (Nightfall for Corruption, trinket effects related to DoT ticks, etc)? Does that instant damage happen every 1 second regardless of haste or does it happen when MG does damage?

My previous post answered most of this, but to answer the other parts… Nightfall is a 0.5% stacking proc chance now (averaging out to a 5.7% proc chance over time). That’s not intended to be a nerf to the frequency that Nightfall procs because you’re getting roughly twice as many chances per second to proc Nightfall as before.

The extra DoT ticks happen whenever MG ticks, not just every 1 sec. It still scales just as well with haste as before. These extra DoT ticks will show up differently than the regular DoT ticks in the combat log, but will have all the same benefits as the regular ones; same things it can proc, same chances, same damage (other than the 0.5x dmg multiplier from MG), everything.

Mannoroth's Fury
This is actually a rather interesting talent, because the feedback has been negative for many forum posters, yet many of the guilds in our heroic raid testing have been using Mannoroth’s Fury for most encounters because it is so strong. We’re totally open to the idea that it’s an unattractive talent and should be changed, but so far we’re only seeing the perception of that, not it actually being that.

Before a dozen Warlocks jump down my throat for telling you that Mannoroth’s Fury is awesome, I’d encourage you to check out how it’s being used in many of the raid encounters and PvP.

Blue Posts
Originally Posted by Blizzard Entertainment
Active Challenge Modes?
None is currently open. We'll open up a couple more challenge modes for testing next build. (Blue Tracker / Official Forums)

Missing Achievements?
I've noticed that there is no "Cataclysm Safari" achievement, and that Cataclysm pets are not included in either the "Eastern Kingdoms Safari" or the "Kalimdor Safari" achievements.
Cataclysm pets are included in the EK and Kalimdor achievements. (Blue Tracker / Official Forums)

Account Wide PvP Mounts
All arena mount rewards and their associated FoS are unique per character. This might be bugged in the current build though. (Blue Tracker / Official Forums)

Transmogrification Rules
I just spent quite an amount of gold for making a weapon and gemming it. I reached level 83, eagerly awaiting to transmog it to a weapon that fits my brownish warrior theme very well. But it won't allow that! This goes against the stated transmog rules...
The issue is indeed being fixed in Mists, as you said. Sorry you can't enjoy wielding it for the time being.

However, there are two schools of thought regarding class-only items. Some people really like having items that only their class can use, it makes them all the more unique, special and rare.

Having said that, if anyone still wants it, there's still some time to get it! (Blue Tracker / Official Forums)

Legendaries Are Too Common?
So on a somewhat related topic, how do you all feel about the argument to be able to transmogrify legendaries? I assume most of you would say no to that, considering you feel legendaries should be 'rare'. (Blue Tracker / Official Forums)

Horde and Alliance Faction Differences
Yeah, things do feel a little cosy between the Horde and Alliance at the moment. I wonder how that's going to work out... (Blue Tracker / Official Forums)

Priest (Forums)
PW: Solace Change
Solace is intended to be a choice. Those of you saying you *have* to have a fast cast time because you *have* to spam Solace or you'll have no mana are arguing for the wrong thing, because I hope it's obvious that isn't the intent.

I know some of you are worried about your priest (and before that it was shaman and before that it was paladin and I probably missed druid in there somewhere) but we also have to rectify that with the performance and opinions of the players we see tackling the content on beta. If you want to be as helpful as possible, try to be very explicit with the situations and cases you feel your priest can't handle. The more detailed, the better. What spells are you casting? Which encounters? What feels different from Catclysm, remembering that you are no longer in end level gear? (Blue Tracker / Official Forums)

Warlock (Forums)
Beta Warlock Changes
As some of you may have noticed, there's already some notes about the latest beta build out there.
You have also a few posts (#1, #2, #3, #4) with information from development regarding warlocks and the latest changes.

Here's a short summary if you don't want to read all those threads:
  • The Everlasting Affliction glyph was providing a huge DPS increase, but we don’t want huge DPS increases to come from glyphs.
    Instead of simply nerfing the glyph, we baked the benefits that the glyph provided into the entire class via Pandemic, a level 90 passive ability, and changed the glyph to something completely different.
  • Drain Soul still deals double damage under 20%. It being missing from the new tooltip is just a tooltip error and has been corrected for the next build.
  • The 25% nerf to most Affliction-specific abilities should amount to a ~20% nerf. This is indeed a rather extreme amount, because they really were that extremely overpowered.
  • The Malefic Grasp mechanic change should not be a nerf at all.
  • The community simulation results of this new build are showing Affliction and Destruction very close with Demonology significantly ahead. We’re also seeing that internally, though not quite as extreme. We’re investigating to see what discrepancy there is there, and how much of an adjustment is in order.
  • Nightfall is a 0.5% stacking proc chance now (~5.7% proc chance over time).
    That’s not intended to be a nerf to the frequency that Nightfall procs because you’re getting roughly twice as many chances per second to proc Nightfall as before.

These changes come after devs realized some numbers were simply off. The game is still in beta, it is expected and completely normal for this to happen and it's usually in the latest stages of development that this kind of fine-tuning gets more attention.
While we take players feedback very seriously, it's important to understand that these changes are not a direct consequence of any complaints about warlocks being overpowered. Changes are done to the game only after getting everything thoroughly checked out and verified internally. External data helps us a lot with directing our attention to subjects that possibly otherwise we could miss or be slower at fixing, but never work as a basis for a direct change.

The discussion on this kind of threads can easily get derailed, so as always, please keep your posts on-topic and continue providing us with constructive criticism and opinions about MoP here, if possible, backed up by real data and in the case of bug reports, please clearly describe a way for us to replicate any issue you may encounter over on the bug report forum and be sure to read the guidelines before posting.

Talks about numbers. Ignores the Instant Spammable 8 second fears elephant in the room.
I understand and share your concerns with giving warlocks another instant fear, but on the other hand MoP adds and changes a lot of abilities to all the other classes, and we can't think of any new spell independently from everything else. I wouldn’t dare to claim that this is unbalanced until I actually experience it in a good testing environment, and that means playing vs all classes with players that are already experienced with all of the new MoP abilities.
You can be sure devs are paying very close attention to both the PvE and PvP side of MoP, we’re still a long time away from the final version, and there’s still enough time to change anything related to tuning.

Also, making fear instant or castable matters little for PvE, while for PvP it makes a huge difference. So you can be sure that on a spell that is clearly directed at PvP, developers will make sure it feels balanced, and they do take a lot of the feedback from the community when deciding this type of changes, so if you guys actually provide good, sensible reasons, if possible backed up by data, as to why do you think an instant fear with 10 sec cd in the environment of MoP, considering all the new variables that MoP's content brings in, every new kind of synergy that will exist between classes, etc… and after that you still think the ability is overpowered, then I’m sure you’ll get their attention and if it turns out they agree with you, I’m sure a new patch will come fixing the issue.

We're all free to speculate about how every new change in the beta affects PvP Balance, but I'd wait a bit more before jumping into conclusions about how some class will be OP in the final version, there's still a long way to go, and if you want to help us out, we really do appreciate it if you could stop by the beta feedback forum and gives us your constructive input. (Blue Tracker / Official Forums)

Raid Testing Schedule - August 1
Originally Posted by Blizzard (Blue Tracker / Official Forums)
25-player Normal testing will continue on Wednesday. The testing schedule for remaining Normal modes will be somewhat accelerated, since the encounters are already familiar to many testers and we are just verifying functionality and tuning.

Each encounter should be available at approximately the listed times below for all Beta Test Realms, regardless of suggested geographical region.

Gara'jal the Spiritbinder (Mogu'shan Vaults) - 25 Player Normal
10:30 PDT (13:30 EDT, 19:30 CEST)

Wind Lord Mel'jarak (Heart of Fear) - 25 Player Normal
12:00 PDT (15:00 EDT, 21:00 CEST)

Lei Shi (Terrace of Endless Spring) - 25 Player Normal
13:30 PDT (16:30 EDT, 22:30 CEST)

The Spirit Kings (Mogu'shan Vaults) - 25 Player Normal
15:00 PDT (18:00 EDT, 24:00 CEST)

Amber-Shaper Un'sok (Heart of Fear) - 25 Player Normal
16:30 PDT (19:30 EDT, 01:30 CEST)

As always, this testing schedule is very fluid and subject to the realities of a beta environment. We might have to change the time of a testing session or cancel it entirely, due to bugs, builds, server hardware issues, etc. Keep an eye on this forum for the latest information, and thank you in advance for testing and providing feedback.

Security Update: Dial-In Authenticators
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Please note that we have removed the Dial-in Authenticator from our Battle.net security options. If you’re currently using the Dial-in Authenticator, it will continue to work normally until August 15, 2012, at which point we’ll be removing it from any accounts that have it attached.

If you’re not already taking advantage of one of the Battle.net security measures listed below, we strongly encourage you to select the option most convenient to you:


We also offer Battle.net SMS Protect, which can be used alone or stacked with one of the options above for an even greater level of protection.

If you’re currently using the Dial-in Authenticator and want to add any of these security options before August 15, you’ll first need to remove the Dial-In Authenticator from your account by following the instructions listed here.

We’re fully committed to account security, but please keep in mind that it’s ultimately a team effort. While making use of the available security options can go a long way in helping to protect your characters and items, it’s also important to be aware of the other things you can do to help ensure your account is as secure as possible. Review our Account and Computer Security article for more information on email security, web browsing safety, critical software updates, and more.

Curse Weekly Roundup
Evan is here this week with news on the Minecraft 1.3 update, Borderlands 2 Premium package, run down on the 'Four Pillars' Guild Wars 2 videos, and some further video content on World Of Warcraft: Mists of Pandaria.

by Published on 2012-07-30 04:30 PM

Blizzard Insider #45 – Mists of Pandaria – Raid Preview
Originally Posted by Blizzard (Blue Tracker / Official Forums)
With the launch fast approaching, Blizzard Insider sat down with Lead Encounter Designers Scott Mercer and Ion Hazzikostas to get an inside look at the expansion’s newest raid instance -- Mogu’shan Vaults -- and the ancient secrets and epic encounters that await players inside.

Before we dive into the details, can you give us a quick overview of the lore behind the Mogu’shan Vaults? How does the raid fit into larger story of Mists of Pandaria?
Scott Mercer:
The mogu are an ancient race of evil, ogre-like sorcerers who once dominated Pandaria. At some point in the distant past, all of the warring mogu factions were united by a single tyrannical warlord known as the Thunder King. The Thunder King rose to power the “the mogu way,” namely by eliminating his rivals one by one. According to legend he was able to accomplish this with the help of a mysterious artifact that he found in the depths of a mountain. After his rise to power, he built the Mogu’shan Vaults to contain and protect this secret, and converted the surrounding structure into a sort of shrine dedicated to the mogu empire. The complex houses many of the empire’s lost artifacts and is the resting place of the spirits of old mogu kings.

Ion Hazzikostas:
At the time Mists of Pandaria begins, the Thunder King is long gone and the mogu empire has crumbled into isolated factions. As great and powerful secrets are wont to do, the Vaults have attracted a number of interested parties, including Zandalari trolls who are trying to enter the Vaults to get at the ancient source of mogu power, which is the key to their tribe’s survival. When the players arrive, they join forces with a pandaren Loremaster who knows of a way into the Vaults. The Loremasters are a new faction dedicated to learning and retelling the oral history of Pandaria, so the Vaults are naturally a place of tremendous interest to them.




What’s in store inside the Vaults from the gameplay side?
Scott Mercer:
We’re building an epic new raid that includes 10- and 25-player versions with both normal and Heroic modes, as well as another 25-player version available exclusively via the Raid Finder. The Vaults contain six encounters with a wide variety of mechanics.

What kinds of encounters are planned for the Mogu’shan Vaults?
Ion Hazzikostas:
The players’ characters are the first living beings to set foot inside the Mogu’shan Vaults in a few millennia,and the experience plays out as a classic “tomb raid” adventure, with mystical defenders and guardians emerging to protect the place’s secrets. In fact, the first boss encounter involves a pack of giant quilin -- magical, lion-like stone constructs -- that have stood motionless since the Vaults were sealed but awaken as fierce defenders once the players intrude upon their lair. The four quilin statues have different abilities based on the type of stone from which they were carved, and players will have to experiment to uncover their weaknesses. As players venture deeper into the Vaults, they’ll encounter other protectors, including a celestial dragon and the spirits of the mogu kings from ages past.

Scott Mercer:
It’s important to note, too, that the Thunder King doesn’t make a direct appearance in the Vaults, though his presence is certainly felt. His original source of power lies hidden deep within the Vaults, and the mogu have learned to use that power to create most of the guardians that the players fight in the Vaults. Observant players may even notice a certain “titanic” influence in lair’s defenses.




What details can you share about the final boss encounter?
Ion Hazzikostas:
The core chamber of the Vaults contains an army of terracotta warriors that are built into recesses within the walls. If players look up, they’ll see these statue-filled niches stretching above them into the distance. When the players enter, the statues begin animating and attacking in huge waves, and the fight quickly turns into a free-for-all. There will be certain heavy-hitting statues that require tanking, and many of the other statues have special abilities to keep the non-tanks busy. It’s going to be a crazy fight that requires lots of crowd control.

Scott Mercer:
The encounter as a whole is known as the “Will of the Emperor,” and it represents the Vault’s last line of defense between the players and whatever mysterious power source originally allowed the Thunder King to rise to power. By the time players complete the raid, they should have a clear understanding of how the mogu were able to dominate Pandaria for so long.

What design challenges have you encountered during the development of the raid so far?
Ion Hazzikostas:
In past raids, we’ve worked with a lot of the established races from Warcraft lore. For example, when we sit down to design a troll dungeon, we have a pretty clear idea of what that’s going to look like and what kinds of creatures the players are going to find there -- you know, besides just trolls. Pandaria offered us a blank slate of sorts, as the continent has been alluded to in Warcraft lore, but we’ve never really fleshed out the details until now.

Scott Mercer:
This meant we’ve spent a lot of time and energy on building out what we call the “kit” for each of the expansion’s new races. A kit includes all kinds of things, from the armor and weapons used by the race to the architecture and environmental themes that go with the race. Part of the “kit” includes what kinds of monsters are found together; for example, the mogu are fond of using quilin statues as guardians, so those two monster types are often seen together. Our primary goal was to make sure the mogu felt visually and thematically distinct from the other Warcraft races, while still making sure they fit into the larger world of Azeroth. Establishing the kit for the mogu, and indeed all of Pandaria’s races, has been a fun challenge.

Let’s talk loot! What rewards await players who are strong enough to take on the raid?
Ion Hazzikostas:
The raid rewards players with powerful epic items, depending on the difficulty setting: item level 476 for Raid Finder, 489 for normal mode, and 502 for Heroic. There’s also a new mount that can be obtained by defeating Elegon, a celestial dragon found deep within the Vaults. The mount looks a bit like the Celestial Steed, but in the form of a serpentine dragon.

How does Mogu’shan Vaults fit into the larger raiding plan for Mists of Pandaria?
Scott Mercer:
There will be two outdoor world bosses, along with the Mogu’shan Vaults raid instance, available when Mists of Pandaria first launches. One idea we’re considering is to delay opening Mogu’shan Vaults until a week or so after the expansion’s release, similar to how we’ve always handled the start of the PvP season, just to give players a little time to reach level 90 along with their friends and get acclimated to Pandaria’s new 5-player dungeons, daily quests, and scenarios. In any case, Mogu’shan Vaults is just the tip of the iceberg when it comes to the raid content we have lined up for Mists.

Ion Hazzikostas:
Mists of Pandaria will also include two other raid zones, which we plan to make available a few weeks after Mogu’shan Vaults: the Heart of the Fear and Terrace of Endless Spring. These two raids feature 10 bosses between the two of them and play out as a two-part story. In the first raid, the Heart of Fear, the players fight the mantid empress who has been possessed by the Sha of Fear. Sha, for those who don’t know, plague Pandaria as physical manifestations of negative emotions, like fear, doubt, and anger, and they tend to have a corrupting influence wherever they take root. When the players defeat the possessed empress, the Sha flees her body and hides elsewhere. In the Terrace of Endless Spring, the next raid instance, the players track down the fleeing Sha and finish it off. Both of these instances are a higher tier than the Mogu’shan Vaults and are designed to be tackled using gear obtained in the Vaults, which is why we plan to make them accessible a few weeks after the Vaults unlock.

Scott Mercer:
Yup, and all of this is just the raid content coming before our first major content update. We’ll be announcing even more raiding details in future when we start discussing patch 5.1.




Thanks for your time. Is there anything else you’d like to share before you go?
Ion Hazzikostas:
I just wanted to say thanks to all of our beta testers. We’re very proud of our dungeon and raid content so far, and we’re looking forward to getting it all out there when Mists of Pandaria launches.

Scott Mercer:
Yeah, we have big plans for Pandaria’s encounters, and it’s great to see it all starting to come together. Keep the feedback coming!
by Published on 2012-07-29 07:55 PM

Diablo III Inferno Booster Pack Giveaway, More Magic Find Information, Hall of Shame - ilvl 63 Edition, Hell Yeah Comic - The Templar, Blizzard News

The Tillers
This patch finally added and unlocked the Tillers questline. First up, we have the introductory quests that demonstrate a few basic farming tasks, and tell you about Farmer Yoon's background. He is new to farming and wants to prove himself, so he needs your help!



Level Name Objective Faction +Rep
86A Helping HandDestroy 8 Unbudging Rocks.The Tillers 900
86The Family FarmJoin Farmer Yoon.The Tillers 400
86Learn and Grow II: Tilling and PlantingTill 2 plots of Untilled Soil to create Tilled Soil. Then, use the EZ-Gro Green Cabbage Seeds on 2 plots of Tilled Soil.The Tillers 500
86Learn and Grow III: Tending CropsUse the Rusty Watering Can to water 2 Parched EZ-Gro Green Cabbages at Sunsong Ranch.The Tillers 500
86Learn and Grow IV: HarvestingHarvest 2 EZ-Gro Green Cabbages from your field and bring them to Farmer Yoon in Sunsong Ranch.The Tillers 700
86Learn and Grow V: Halfhill MarketInvestigate the Dark Soil underneath Farmer Yoon's house, then give a gift to Gina Mudclaw at the Halfhill Market.The Tillers + Gina Mudclaw 999 + 3000
86Learn and Grow I: SeedsSpeak with Merchant Greenfield at Halfhill Market and acquire a Packet of Green Cabbage Seeds.The Tillers 500
86Learn and Grow VI: Gina's VotePlant and harvest 1 Scallion, then deliver 5 Scallions to Gina Mudclaw.

Scallion Seeds can be purchased from Merchant Greenfield at Halfhill Market. After tilling and tending your plant, you must wait until the next day to harvest ripe Scallions.
The Tillers + Gina Mudclaw 1400 + 6000

Planting Seeds
Now let's take a look at a few outcomes of planting seeds. After you get your plants to a growing state, you have to come back after the daily quest reset to gather your crop. If the mechanic for fixing a problem with your plant isn't obvious, you can check with Yoon and he will give you some instructions.



Your First Vote
As fun as watching questing is, let's take a quicker look at what happens after your first crops grow and you earn a vote!
Originally Posted by MMO-Champion
Gina Mudclaw says: Come walk with me, Chaud. I would like to pay Farmer Yoon a visit.
Gina Mudclaw says: You know, you sure saved my hide with those scallions.
Gina Mudclaw says: Cooks are always looking for fresh vegetables. Anything you grow on your farm, you can use for cooking or sell to other cooks.
Gina Mudclaw says: Talk to any of the Ironpaws at the market if you want to improve your own cooking skill.
Gina Mudclaw says: Hey Farmer Yoon!
Farmer Yoon says: Hey Gina! Didn't expect a visit from you.
Gina Mudclaw says: Listen, since you two did such a good turn by helping me out, I'm casting the first vote to help you join the Tillers.
Gina Mudclaw says: There are four other votes you'll need to get, but that'll come in time.
Gina Mudclaw says: Settle yourselves in and come by the market any day if you are looking for work.
Gina Mudclaw says: Welcome to The Heartland!



Further Votes
After you have earned your first vote, you can check your relationship status with all of the Tillers at the Tiller's Shrine. Gina will tell you more about gifts that you can give to the other members to increase your Friendship level as well as where they are located. These gifts are BoP items that are found in piles of soil around the world.


Level Name Objective Faction +Rep
90Farmer Fung's Vote I: Yak AttackSpeak to Farmer Fung at The Heartland or the Halfhill Market in the Valley of the Four Winds.The Tillers + Farmer Fung 250 + 1000
90Farmer Fung's Vote II: On the LooseReturn 5 Escaped Shagskins to Farmer Fung's yak pen at the very north end of the Verdant Belt.The Tillers + Farmer Fung 250 + 7000
90Farmer Fung's Vote III: Crazy For CabbagePlant and harvest 3 Green Cabbages, then deliver 15 Green Cabbages to Farmer Fung.

Green Cabbage Seeds can be purchased from Merchant Greenfield at Halfhill Market. After tilling and tending your plant, you must wait until the next day to harvest ripe Green Cabbages.
The Tillers + Farmer Fung 250 + 7000
90Nana's Vote I: Nana's Secret RecipeSpeak to Nana Mudclaw at Halfhill in the Valley of the Four Winds.The Tillers 400
90Nana's Vote II: The Sacred SpringsUse the Empty Pitcher at the Golden Falls to collect Thousand-Year Water.The Tillers 400
90Nana's Vote III: Witchberry JulepPlant and harvest 3 Witchberries, then deliver 15 Witchberries to Nana Mudclaw.

Witchberry Seeds can be purchased from Merchant Greenfield at Halfhill Market. After tilling and tending your plant, you must wait until the next day to harvest ripe Witchberries.
The Tillers 400
90Mung-Mung's Vote I: A Hozen's ProblemSpeak to Mung-Mung at Haohan Mudclaw's House in the Valley of the Four Winds.The Tillers 400
90Mung-Mung's Vote II: Rotten to the Core Collect 8 Partially Chewed Carrots.The Tillers 400
90Mung-Mung's Vote III: The Great Carrot CaperPlant and harvest 2 Juicycrunch Carrots, then deliver 10 Juicycrunch Carrots to Mung-Mung.

Juicycrunch Carrot Seeds can be purchased from Merchant Greenfield at Halfhill Market. After tilling and tending your plant, you must wait until the next day to harvest ripe Juicycrunch Carrots.
The Tillers 400
90Haohan's Vote I: Bungalow Break-InSpeak to Haohan Mudclaw at The Heartland or at Halfhill Market in the Valley of the Four Winds.The Tillers + Haohan Mudclaw 300 + 2000
90Haohan's Vote II: The Real CulpritsInvestigate 8 Suspicious Footprints.The Tillers 300
90Haohan's Vote III: Pure PoisonCollect 1 Bloodbloom, 1 Cave Lily, 1 Ghostcap, and 1 Violet Lichen.The Tillers 300
90Haohan's Vote IV: Melons For FelonsPlant and harvest 4 Striped Melons, then deliver 20 Striped Melons to Farmer Yoon.

Striped Melon Seeds can be purchased from Merchant Greenfield at Halfhill Market. After tilling and tending your plant, you must wait until the next day to harvest ripe Striped Melons.
The Tillers 300
90Haohan's Vote V: Chief Yip-YipKill Chief Yip-Yip at Kunzen Cave to the northwest.The Tillers 1000


Continued Expansion
After your first success at growing something, Farmer Yoon isn't satisfied with his four small clumps of dirt, and has you ask Gai Lan for some help clearing out the weeds. There are a few more Growing the Farm quests that come after that, likely opening some more dirt plots for you to plant in.

Level Name Objective Faction +Rep
90Growing the Farm I: The WeedsSpeak to Gai Lan at The Heartland in the Valley of the Four Winds.The Tillers 500
90Growing the Farm I: A Little ProblemGather 6 Spideroot for Gai Lan.The Tillers 500
90Growing the Farm II: The Broken WagonSpeak to Fish Fellreed at Cattail Lake or the Halfhill Market in the Valley of the Four Winds.The Tillers 500
90Growing the Farm II: Knock on WoodCollect 100 Waxed Planks.The Tillers 500


Jogu The Drunk
We have talked about Jogu before, but this time you are introduced to him and help him out with a little bit of Apple Hooch! He is still more than happy to sell you a tip for 10 gold about tomorrow's crop, which likely will yield more than anything else you plant.


Level Name Objective Faction +Rep
90Weed War IISpeak to Gai Lan, then pick 100 Weeds on his farm. You can pick Weeds while mounted.Jogu the Drunk + The Tillers 250
90A Gift For JoguObtain 8 of Yoon's Apples and 50 of Yoon's Craneberries, then bring them to Bobo Ironpaw to brew into Apple-Berry Hooch.Jogu the Drunk + The Tillers 250


Daily Quests
There are a number of daily quests that will reward general Tiller reputation, as well as friendship reputation with each of the Tiller NPCs. You can see all of the quests that reward Tiller's reputation on WoWDB!

Level Name Objective Faction +Rep
90Water, Water EverywhereSpeak with Wing Nga to borrow a kite, then throw water onto 35 Dusty Spots in the Heartland.Farmer Fung + The Tillers 250 + 250
90Chasing the ChickenPick up Hillpaw's Chickens until you find his Prize-Winning Chicken.Old Hillpaw + The Tillers 250 + 250
90Pest ProblemsSpeak with Wika-Wika, then stomp on 25 Black-Nose Marmots.Haohan Mudclaw + The Tillers 250 + 250
90Weed War IISpeak to Gai Lan, then pick 100 Weeds on his farm. You can pick Weeds while mounted.Jogu the Drunk + The Tillers 250 + 250
90Money MattersObtain Spicemaster Jin Jao's Payment, Trader Jambeezi's Payment, Innkeeper Lei Lan's Payment, and Lolo Lio's payment.Gina Mudclaw + The Tillers 250 + 250
90They Don't Even Wear ThemObtain a Stolen Circlet, a Ransacked Ring, and a Burglarized Bracelet.Tina Mudclaw + The Tillers 250 + 250
90Not in Chee-Chee's BackyardKill 8 members of the Kunzen tribe in the Kunzen Village.Chee Chee + The Tillers 250 + 250
90Where It CountsThrow 8 Kunzen Ritual Candles, kick 4 Blazing Embers, and slay 1 Kunzen Ritualist.Sho + The Tillers 250 + 250
90The Kunzen Legend-ChiefObtain a Kunzen Legend-Book from a Kunzen Legend-Chief.Fish Fellreed + The Tillers 250 + 250
90You Have to Burn the RopesBurn 6 Kunzen Ropes.Ella + The Tillers 250 + 250
90The Lesser of Two EvilsSlay the Springtail Warren-Mother.The Tillers 250
90Stealing is Bad... Re-Stealing is OKRe-steal 16 Stolen Vegetables.The Tillers 250
90Stalling the RavageSlay 12 Kunzen Hozen.The Tillers 250
90The Kunzen Hunter-ChiefSlay the Kunzen Hunter-Chief.The Tillers 250
90Simian SabotageUse the Barrel of Fireworks near the Pile of Stolen Weapons, the Pile of Stolen Tools, the Pile of Stolen Beer, and the Pile of Stolen Grain.The Tillers 250
90A Gift For TinaObtain an Uncut Chrysoberyl.Tina Mudclaw + The Tillers 250 + 250
90A Gift For Chee CheeObtain an Authentic Valley Stir Fry.Chee Chee + The Tillers 250 + 250
90A Gift For ShoObtain a bowl of Yu-Ping Soup.Sho + The Tillers 250 + 250
90A Gift For FishObtain a Yak Statuette from the inside of a Kunzen hozen hut.Fish Fellreed + The Tillers 250 + 250
90A Gift For EllaObtain Spicy Shrimp Dumplings.Ella + The Tillers 250 + 250
90A Gift For FungObtain a Bloody Plainshawk Leg from a Monstrous Plainshawk, and then bring it to Kol Ironpaw in the Halfhill Market.Farmer Fung + The Tillers 250 + 250
90A Gift For Old HillpawFind a Blue Freshwater Pearl.Old Hillpaw + The Tillers 250 + 250
90A Gift For HaohanObtain an Enormous Cattail Grouper Tooth.Haohan Mudclaw + The Tillers 250 + 250
90A Gift For JoguObtain 8 of Yoon's Apples and 50 of Yoon's Craneberries, then bring them to Bobo Ironpaw to brew into Apple-Berry Hooch.Jogu the Drunk + The Tillers 250 + 250
90A Gift For GinaObtain a Goldenfire Orchid.Gina Mudclaw + The Tillers 250 + 250
90The Cabbage TestPlant a Green Cabbage in Sunsong Ranch. You can purchase seeds from Merchant Greenfield in the Halfhill Market.The Tillers 250
90That Dangling CarrotPlant a Juicycrunch Carrot in Sunsong Ranch. You can purchase seeds from Merchant Greentill in the Halfhill Market.The Tillers 250
90Why Not Scallions?Plant a Scallion in Sunsong Ranch. You can purchase seeds from Merchant Greenfield in the Halfhill Market.The Tillers 250
90A Pumpkin-y PerfumePlant a Mogu Pumpkin in Sunsong Ranch. You can purchase seeds from Merchant Greenfield in the Halfhill Market.The Tillers 250
90Red Blossom Leeks, You Make the Croc-in' World Go DownPlant a Red Blossom Leek in Sunsong Ranch. You can purchase seeds from Merchant Greenfield in the Halfhill Market.The Tillers 250
90The Pink Turnip ChallengePlant a Pink Turnip in Sunsong Ranch. You can purchase seeds from Merchant Greenfield in the Halfhill Market.The Tillers 250
90The White Turnip TreatmentPlant a White Turnip in Sunsong Ranch. You can purchase seeds from Merchant Greenfield in the Halfhill Market.The Tillers 250
90Squash Those Foul OdorsPlant a Jade Squash in Sunsong Ranch. You can purchase seeds from Merchant Greenfield in the Halfhill Market.The Tillers 250
90It's Melon TimePlant a Striped Melon in Sunsong Ranch. You can purchase seeds from Merchant Greenfield in the Halfhill Market.The Tillers 250
90Which Berries? Witchberries.Plant Witchberries in Sunsong Ranch. You can purchase seeds from Merchant Greenfield in the Halfhill Market.The Tillers 250


Further Friendship
Each of the NPCs that you can become friends with have some quests that do not reward Tiller's rep, but will help you to become better friends faster. You can find the list of these quests on WoWDB. Upon becoming better friends with the NPCs, they will mail you drinks, seeds, and a few items like the Straw Hat and Red Cricket!


Rewards
After all this work, there are rewards for you! The seeds will grow into a plant that collects profession materials, something we can confirm after Revered is possible.

Level Type Spec Slot Name Faction Required Rep Cost
1ConsumablePandaren ScarecrowThe TillersRevered250
1ConsumableSnakeroot SeedThe TillersRevered1
1ConsumableEnigma SeedThe TillersRevered1
1ConsumableMagebulb SeedThe TillersRevered 1
1ConsumableWindshear Cactus SeedThe TillersRevered 1
1ConsumableRaptorleaf SeedThe TillersRevered1
1ConsumableSongbell SeedThe TillersRevered1
1ConsumableSpring Blossom SaplingThe TillersRevered10
1ConsumableWinter Blossom SaplingThe TillersExalted10
1OtherGin-Ji Knife SetThe TillersExalted Free
90MountReins of the Brown Riding GoatThe TillersExalted 500
90MountReins of the Black Riding GoatThe TillersExalted 1500
90MountReins of the White Riding GoatThe TillersExalted 3250
90Cooking RecipeRecipe: Spicy SalmonThe TillersExalted ??
90Cooking RecipeRecipe: Spicy Vegetable ChipsThe TillersExalted??
1MiscellaneousTabardTillers TabardThe TillersExalted10




Beta Class Balance Analysis
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Is it intended that secondary stats now have twice the itemization budget of primary stats in terms of gems
Yes. With the possible exception of Spirit, there is little decision in choosing red gems in the live game. Secondary stats are often more interesting in general because there are break points, hard caps, and personal preferences. Any Agi user who eschews Agi is doing it wrong.

Let me throw some numbers at you
Sadly those aren't the kind of numbers that support compelling arguments. Classes can be overpowered with only a few abilities or have dozens and still be underpowered. If there are situations where you feel helpless, let us know. If you disagree with a design direction, let us know that too (though this thread is not the right one for that).

We understand not every player has the ability and/or inclination to come up with numbers such as healing per second or the effectiveness of cooldowns. But this one thread is for those who can. It has been enormously beneficial in helping us catch bugs or design problems as well as helping players calibrate their sims and spreadsheets. Please help us keep the signal to noise ratio strong.

This point is directed the blues (and no one else)
Sorry, these are public forums. We like and encourage players to talk to each other. The echo chamber effect is strong in our forums, so we think it's actually very healthy when players can disagree with you, provided they can do so in a constructive manner. If someone's just trolling you, ignore them and we'll take care of it. But someone disagreeing with you is not the same as trolling.

Druid (Forums) / Monk (Forums)
To provide an update on tanking mechanics, I want to comment on Mastery for Guardians and Brewmasters. This is somewhat of an over-generalization, but tanks typically care about 4 things when gearing in decreasing order of importance:
  1. Survive the maximum burst damage of the encounter (aka Effective Health)
  2. Minimize healing needed (aka Damage Reduction + Self Healing)
  3. Hold aggro on whatever you’re needed to hold aggro on (aka TPS)
  4. Maximize damage dealt (aka DPS)
#4 is generally much less important than #1-3, and overlaps with #3 heavily when considering gear. And #3 is relatively easy these days anyway. So, usually it just comes down to #1 and #2.

Stamina primarily helps with #1. Dodge primarily helps with #2. Most other stats help with resource generation, which typically translate into #2. Mastery for Guardians and Brewmasters is in the somewhat unusual place of helping with both #1 and #2 significantly.

If you compare Mastery to Dodge for a Brewmaster, as a few theorycrafters here have done, you can see that, purely in terms of how much they reduce your damage taken, Dodge wins by a considerable margin. We balanced it that way, because we give value to how much it helps with #1 as well. Obviously, helping with #1 has some value, because you care about Stamina. We see Mastery for Guardians and Brewmasters as sort of a hybrid between Stamina and Avoidance, in terms of how it helps improve your character.

It’s easy to objectively compare the value of two stats in terms of how much they help with #1, or how much they help with #2. But comparing some amount of help with #1 to some amount of help with #2 is much more complex and subjective. It’s an interesting choice that tanks have to make all the time, and one of the most successful choices in gearing that the game provides (Stamina vs. Avoidance being the primary way that choice is expressed). So, that means balancing a stat that provides a mix of both can be complex and subjective as well. After much deliberation, we’re going to try valuing the effective health benefits of Mastery for Brewmasters and Guardians significantly lower than the damage reduction benefits, and adjusting the Mastery conversion rates to reflect that.

Hopefully this provides a bit of background and perspective about the complexities underlying even the simplest of changes: In the next build, you’ll find Mastery for Guardians providing 1.25% Armor per Mastery (up from 0.65%), and for Brewmasters providing 0.5% Stagger per Mastery (up from 0.3%).

Hunter (Forums)
While doing hunter ability testing I noticed that Wild Quiver looks to be doing only about half the damage of an autoshot (possibly a bit less). Historically Wild Quiver has been roughly the same damage as autoshot. Was this changed deliberately or is it a bug?
Yes, Wild Quiver does 50% weapon damage now, but we’ve increased the proc rate substantially to compensate. Also, the next build you get should include a significant number of changes to hunter ability damage, so it’s probably best to wait until then for really detailed investigation of their damage formulae. Super brief and incomplete summary of changes include nearly doubling Wild Quiver’s proc chance; doubling the damage of the level 90 talents; buffing BM’s Mastery considerably; Master Marksman reduced to 3 stacks; doubling the damage of Black Arrow and Serpent Sting for Survival; significantly nerfing Beast Cleave; nearly halving the cost of Explosive Shot; buffing Aimed, Arcane, and Chimera Shot noticeably; nerfing Cobra shot noticeably; nearly doubling the damage of Kill Command; reducing the cost of Arcane Shot; nerfing Focus Fire and Frenzy somewhat… There have been a lot of changes to Hunter damage.

Shaman (Forums)
My question is, how is this talent intended to work? How much is the heal supposed to be? 25% of base maximum (which would be 20% of new maximum)? 25% of new maximum? Are health percentages supposed to remain constant through its effect? Where does this 15% come from?
We weren't able to reproduce the results you mention, but this is the intended functionality of Nature's Guardian: When it is triggered, 25% of your current maximum health is calculated. Your current and maximum health is then increased by this value. When it wears off, it reduces your current and max health by that value. It should never actually kill you, but it can reduce your current health to 1.

Is it intended for Healing Stream and Healing Tide to not benefit from mastery on the first ticks or is it just a technical limitation from totems? If so does this mean that crit does not benefit on first tick either for HTT(Have yet to see it but didn't do extensive testing on it).
Fixed for next build. It also dynamically adjusts with your mastery instead of snapshotting it.

Speaking of ICDs and Enhancement, could you clarify how Windfury is working for MoP?

Historically, Windfury has had a 3 second ICD between procs with a shared lockout between hands. It would also proc from white hits along with Stormstrike and Lava Lash. So my questions are this:

1) Is the 3 second ICD still the plan for MoP. I just did some initial testing against a training dummy, and that still seems to be the case.
2) Is the ICD still supposed to be shared between both hands for MoP?
3) Is this ICD a fixed 3 second ICD for MoP, or is it effected by Haste at all?
4) Is Windfury supposed to proc from Stormstrike and Lava Lash? From my testing, I didn't see a single proc when just isolating Stormstrike and Lava Lash attacks. On Live, I'm seeing both yellow attacks proc Windfury. I'm assuming this is just a bug, but I want to confirm if this is by design for MoP

Windfury should be mostly the same as on live. 1) Yes. 2) Yes. 3) Fixed. 4) White attacks and Wind Lash only. Other than adding Wind Lash to being able to proc it, it doesn’t look like it’s changed in quite a while; are you sure that yellow attacks trigger it on live? (Easy way to test just yellow attacks: Turn 90degrees away from a target dummy. White attacks won’t hit, but yellow attacks can, at exactly 90degrees).

- Do you meet #1?
- If yes, then any further value in this category is 0.
- If no, then get more stuff that increases your #1 value (primarily Stamina).

It’s not that simple though. Meeting #1 is somewhat binary, like you describe, somewhat not. If you beat an encounter without dying, obviously you had enough effective health. But more effective health would still be useful; it’s definitely not without value. Healers can use slower, more efficient heals on you if you have more of a health cushion. You can tank more mobs at a time. You also may have gotten lucky with avoidance, and never took a special attack and an undodged auto attack at the same time, or perhaps never got 5 undodged hits in a row. Every pull is different. There are definitely diminishing returns on the value of more effective health, but it doesn’t instantly diminish to 0 at some magical ‘enough’ point.

Warlock (Forums)
I was looking at the warlock changes in the upcoming beta build and noticed a few things. Why are you nerfing affliction so much? I agree it needed a nerf, but so much that it will go below the other 2 specs by a large amount?

Not to mention destroying a glyph and adding a new ability that kills clipping. People will just ignore the glyph and Pandemic and just refresh dots right after they fall off to do max dps. Clipping with or without the glyph is useless now, but with the glyph it's like nerfing yourself. Drain Soul is barley better than MG under 20% today, now with it getting a HUGE nerf it will be completely useless as an execute.

We encourage you to try out the changes and see what has changed rather than relying on information that has been datamined. To help further explain, we’ll briefly summarize what has changed with Affliction damage.

We noticed (thanks to the community interaction in this thread) that the Everlasting Affliction glyph was providing a huge DPS increase, but as we’ve said, we don’t want huge DPS increases to come from glyphs. Instead of simply nerfing the glyph, we baked the benefits that the glyph provided into the entire class via Pandemic, a level 90 passive ability, and changed the glyph to something completely different. We also changed the design of Malefic Grasp to, hopefully, make the ability more reliable and simple; our intention was not to nerf it. It’s important to note that we reduced the base period of Unstable Affliction and Corruption from 3 seconds to 2 seconds, so both Malefic Grasp and Drain Soul should give you the same additional DoT damage now as they did before.

One other clarification about the warlock changes: Drain Soul still deals double damage under 20%. It being missing from the new tooltip is just a tooltip error and has been corrected for the next build.

Now onto what some others have brought up. Does the MG/DS under 20% effect count as the dots themselves ticking? Considering how that would nerf shard regen if not, I personally believe it does. Since I can't test it yet, some clarification would be wonderful.
Yes. In all ways, the additional ticks of the DoTs provided by MG/DS should function as additional ticks of the respective DoTs. For example, the extra Corruption ticks that occur (for 50% damage) from MG are able to proc Nightfall. This means that you’re actually getting *more* Corruption ticks than before, so we reduced the proc chance per tick of Nightfall to compensate; you should get the same number of Nightfall procs per time as before.

The Malefic Grasp mechanic change should not be a nerf at all. However, the 25% nerf to most Affliction-specific abilities should amount to a ~20% (very ballpark number, don’t hold us to that number if you model it as 21.8% or something) nerf. This is indeed a rather extreme amount, because they really were that extremely overpowered. We had been balancing them previously based on not having that glyph (and so when I said that we were seeing Affliction only a little ahead of Destruction, that was based on Affliction not having that glyph).

My personal testing on target dummies and every sim i've seen is now hoping Affliction at the bottom of the warlock heap
Any sources for this so we have something to actually go on? As we said above, Affliction damage was too high. Not every damage adjustment needs to be greeted with sky is falling rhetoric or the discussion quickly loses its benefit.

Blue Posts
Originally Posted by Blizzard Entertainment
Rogue (Forums)
New Level 75 Talent
The perception was that Deadly Brew was essentially a mandatory PvP talent, which runs against our overall goal of creating choices, while at the same time being highly situational in endgame PvE.

When the new build hits the servers, take a look at the new set bonuses on the Mists PvP sets. We've added new bonuses alongside the existing ones in most cases, and for Rogues, that's where Deadly Brew has gone.

Oh okay that makes sense, but that still begs the question why remove that from PvE rogues? That entire tier has literally no options for me. The talent it self is extremely situational, however I can see its uses on boss adds that need to be burned. If you don't want to make mandatory talents why is prep still an option? Any word on how sap, blind, and gouge benefit from this talent?
A couple of points here: First off, regarding the functionality of Prey on the Weak, the primary benefit is going to come on Cheap Shot and Kidney Shot. Blind, Sap, and Gouge are included as a minor ancillary benefit -- there may be situations where you use an Incapacitate to pool energy and prepare a burst, and a bit of increased damage on your opening attack (or a teammate's Chaos Bolt...) would be helpful.

Second, regarding the usefulness of the tier as a whole in PvE, what you really are questioning is its usefulness in raiding. Any of the talents in that row are going to be quite impactful in scenarios, dungeons (and if you scoff at the idea of using any sort of crowd control in dungeons, check out our Challenge Modes), outdoor solo gameplay, etc. So let's be clear about that. But the criticism regarding raiding is a fair one.

The majority of our raid bosses do not involve enemies that can be stunned or incapacitated, and I'm not going to try to argue to the contrary. And ideally, a talent tier like the Rogue level 75 would be universally appealing, and present compelling choices, to all types of players who do all types of content. Here are three possible approaches to solving that problem:

  • Add a clearly raid-useful talent to the tier in place of Deadly Brew; something that increases your DPS, or gives you more movement or survivability. The problem? Every raiding rogue will take that talent, and ignore the other two.
  • Redesign the whole tier, moving away from a control theme entirely. The problem here is that we'd essentially be abandoning the design space of ever having talents that improve or rely upon crowd control effects.
  • Attempt to incorporate more opportunities for crowd-control effects and short-duration effects like Stuns and Incapacitates to shine in our raid encounters. In general, the most interesting raid encounters are the ones that involve movement, control, coordination, and aren't just a matter of making your DPS number as big as possible. We're not there yet, but I think we'd like to be.
(Blue Tracker / Official Forums)

Brewfest in Mists of Pandaria
Brewfest will be updated for Mists of Pandaria. This means that you will have approximately 10 days after the release of Mists of Pandaria to reach level 89 in order to queue for the Brewfest dungeon boss. Luckily though, a lot of the content does not have a level requirement so you will still be able to participate in a lot of the fun even if you are not level 89.

Will be Brewfest's part before 25 september be for 85; and then change for 90 levels when 25 september hits? We will not rule out the possibility of this changing, but currently the level requirements will remain the same through the entirety of the event. So you will not be able to access Coren Direbrew until Mists of Pandaria has been released. (Blue Tracker / Official Forums)

Pet Battle Blue Posts
Originally Posted by Blizzard Entertainment
Question about early NPC Trainer battles
The first Trainer battle on the horde side is against a trainer who has a level 5 team (Dagara the fierce). Meanwhile on the alliance side, the first trainer battle is against a trainer with level 2 pets (Julia).
This was just a bug. The trainer levels will be mirrored on both sides in the next build. (Blue Tracker / Official Forums)

Need More Level 22 Pets
There are a lot of 23 -24 level pets in cataclysm and Pandaria, and plenty of level 21 pets in Sholazar Basin. The only zones that have level 22 pets seem to be Icecrown and Stormpeaks, but there are very few to battle. Adding more pets to those zones, and/or making Mount Hyjal level 22 would help fill the gap.
We are making adjustments to the leveling flow that you should see in the next build. Should alleviate this problem. (Blue Tracker / Official Forums)

UI Improvements
I just started testing pets, but one thing I noticed is that its pretty frustrating not to be able to select a pet to view their stats from the slot they occupy.
We intend to make the entire battle slot clickable to show the pet details. Should see it in a future build. (Official Forums)

PvP Vulnerability
The fact that players are vulnerable to PvP attacks while in a pet battle is intentional. However, a couple features that go along with this are not implemented yet.

First off, the exact pet you were fighting when you were broke out of pet battle will be respawned. Same quality, stats and skin color. Second, you will get a 3s damage shield that absorbs 50% of incoming damage to help negate the fact that you need time to recover after exiting the pet battle interface. Both of these will be in for the next build.

We feel its very important to keep the PvP aspect of the game intact and if you choose to play on a PvP server, you will certainly be fighting for those rare spawns. (This rule effects PVE servers as well but only in contested areas.) (Blue Tracker / Official Forums)

Eternal Striders not in Pet Journal
The Eternal Striders in the Vale of Eternal Blossoms are able to be battled, and they are able to be trapped, but they do not show up in the pet journal at all.
It's a bug and its fixed in the next build. Thanks for the report. (Blue Tracker / Official Forums)

Why restrict Argent Squires?
I like how we can battle with Balloons but not Squires.
Balloons, Kites, Argent Squire/Gruntlings and Guild Pages/Heralds will not be able to pet battle. This may change with time, but this is the current plan. (Blue Tracker / Official Forums)

Lack of Stable Masters in Pandaria
I have been all around looking for a Stable Master who can help my poor babies in Pandaria, Alas there is but one and he is VoEB
Most of these were bugged and have been fixed for the next build. (Blue Tracker / Official Forums)

Questions about Pets I already have.
If I have three of the same pets that I bought or traded for before MoP and they are not WILD Pets, would I be able to learn all three in my pet book, just like if I caught three wild pets of the same kind, or is the 3 pets maximum reserved only only for the wild pets?
Yes, you will be able to have 3 of almost every pet. Certain pets are unique since they are attached to a Wow license, granted from an achievement or earned from TCG codes. (Official Forums)

Pet Battle Zone Change
did a find pet battle in ruins of lorderon, fought, found myself in front of Stormwind being killed.
We randomize your fight location to mix it up. It's no different than queuing for a random BG/Dungeon. (Blue Tracker / Official Forums)

Strand Crab Doesn't Count on Achievement
Caught a Strand Crab and it seems to not check off on the Eastern Kingdom Safari achiev. Is there something I did wrong?
Just a bug, thanks for the report. We will get it fixed up. (Blue Tracker / Official Forums)

Triangles in Front of Names
So when I roll over the paw icons in my minimap, and it shows what the animal/pet/whatever is, occasionally there is one that has a triangle/arrow in front of its name pointing either up or down.
That indicates if the pet is above (like up on a hill) or below (in a cave) you. (Blue Tracker / Official Forums)

Raid Testing Schedule - July 30-31
Originally Posted by Blizzard (Blue Tracker / Official Forums)
After the weekend, we will be testing a number of raid encounters, including 25-player encounters. The testing schedule for remaining Normal modes will be somewhat accelerated, since the encounters are already familiar to many testers and we are just verifying functionality and tuning.

Each encounter should be available at approximately the listed times below for all Beta Test Realms, regardless of suggested geographical region.

Monday, July 30th
Blade Lord Ta'yak (Heart of Fear) - 10 Player Heroic
10:30 PDT (13:30 EDT, 19:30 CEST)

Gara'jal the Spiritbinder (Mogu'shan Vaults) - 10 Player Normal
16:00 PDT (19:00 EDT, 01:00 CEST)

Tuesday, July 31st
Stone Guard (Mogu'shan Vaults) - 25 Player Normal
10:30 PDT (13:30 EDT, 19:30 CEST)

Imperial Vizier Zor'lok (Heart of Fear) - 25 Player Normal
12:00 PDT (15:00 EDT, 21:00 CEST)

Protectors of the Endless (Terrace of Endless Spring) - 25 Player Normal
13:30 PDT (16:30 EDT, 22:30 CEST)

Feng the Accursed (Mogu'shan Vaults) - 25 Player Normal
15:00 PDT (18:00 EDT, 24:00 CEST)

Blade Lord Ta'yak (Heart of Fear) - 25 Player Normal
16:30 PDT (19:30 EDT, 01:30 CEST)

Tsulong (Terrace of Endless Spring) - 25 Player Normal
18:00 PDT (21:00 EDT, 03:00 CEST)

As always, this testing schedule is very fluid and subject to the realities of a beta environment. We might have to change the time of a testing session or cancel it entirely, due to bugs, builds, server hardware issues, etc. Keep an eye on this forum for the latest information, and thank you in advance for testing and providing feedback.

I updated the schedule slightly to space the encounters out a bit more evenly.

Our testing times are not designed to be universally convenient -- some times will be ideal for some time zones, and terrible for others, and we try to spread that out. We're not expecting people to log on at 3am local time to test a raid for an hour (though we understand that some will do so), but at the same time, a large number of North American players miss a majority of the boss times because they occur during work hours during the week, and nearly all the times are poor for Oceanic players.

The earlier times are meant to be more convenient for EU players, and the later times in each session are more convenient for NA players, while still fitting within a standard work day for the designers who need to observe their encounters for feedback and tuning purposes.

25-Heroic testing will look more like the 10-Heroic scheduling you've seen in recent weeks.

Weekend Sale – 25% Off Race Change
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Get ready for a new look. Through this weekend, and for a limited time only, you can change your World of Warcraft character’s race for 25% off the regular price!

To get started, simply click here. Alternatively, you can log in to your Battle.net account at www.battle.net, select your World of Warcraft account, and then click “Race Change” at the bottom of the page.

Don’t delay -- this offer ends Monday, July 30 at 11:59 p.m. PDT.

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